Use the corresponding starter(s) from the 'Starters' section of this page.
>
Cancel the previous move into the following move. If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel').
,
Link the previous move into the following move.
(X)
A move in brackets must whiff (not hit). Can also mean the move must be Kara Canceled.
~
Cancel the previous special into the following special.
cl.
Close to opponent.
f.
Far from opponent.
j.
Jumping move.
AA
Anti-air. Hit the opponent while they're mid-air.
[X]
Hold input briefly.
P & K
P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively.
X/Y
Do either X move or Y move in a combo (Both final damage & stun values will be shown).
X * N {X} * N
Repeat 'X' input 'N' amount of times. Multiple inputs will be bundled into "{}".
Starters
Keep in mind: The combos in the "Combos" section have been tested using the first starter in each category (the combos in Bold).
The other starters in each table should also work in each case, but may not.
Light Starters
Combo
Damage
Notes
2B > 2A > 2A
Standard low light confirm.
Heavy Starters
Combo
Damage
Notes
j.X > cl.C > 6B
Standard jump-in starter.
cl.D > 6B
Surprisingly, cl.D is faster than cl.C. It still has less range and more pushback, so best used from a close jump-in or as a punish.
Other Starters
Combo
Damage
Notes
CD
75
(Note: 'Other Starters' won't be referenced in the 'Combos' section.)
Combos
General Notes
Meitenkun's 6B can be cancelled later than most cancellable command normals. By inputting your normal > 6B as soon as possible, you can have enough time to charge 4 if you cancel the 6B late. This is important to getting combos where you don't have charge already, such as after running forward.
Rush Auto Combo
Combo
Damage
Meter cost
notes
cl.A > A > A > B
129
0
Rush combo ending in a special move.
cl.A > A > A > C
231
1
Rush combo ending in a super.
cl.A > A > A > D
360
2
Rush combo ending in a Max super.
cl.A > A > A > A
448
3
Rush combo ending in a Climax super.
Meterless
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Light Starter > [4]6P ~ P
150/179/192
170/200/210
0
20%
Anywhere
Damage will vary depending on how much back charge was accumulated before the combo.
Heavy Starter > [4]6P ~ P
217
190
0
25%
Anywhere
Light Starter > [4]6P (level 2-3) ~ P, 6B
216/229
250/260
0
30%
Corner
If you were able to charge a level 2 or above 46P, you can get an OTG 6B after.
CD > 4A, [4]6P ~ P
150/179/192
180/210/220
0
20%
Anywhere
Niche combo that doesn't require charge that can be used as a whiff punish, since CD > 4A is unsafe.
CD > 214A, [4]6P ~ (delay) P
201
220
0
25%
Near Corner
CD corner combo for when the opponent is slightly away from the corner. You need the 214A to hit airborne so it causes a juggle. Delaying your cancel into 214A slightly can increase of likelihood of this happening.
CD > 214A, 2B > 2A > [4]6P ~ P, 6B
287
360
0
40%
Corner
If 214A hits standing you can link a 2B and finish with your usual light confirm.
[2]8P (AA cross up), cl.D
156/176/196
150/170/190
0
20%
Anywhere
Combo if [2]8P anti-airs a cross-up.
EX
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Light Starter > [4]6AC ~ P
191
90
0.5
10%
Anywhere
If you had enough time to charge a level 3 version of [4]6P, you dont need to spend the EX here.
Light Starter > 6B > 236CD, [4]6P ~ P
230
210
1
75%
Anywhere
Although this combo technically costs 1 bar, due to the meter build from landing a Shatter Strike, this combo functionally costs less than half a bar, and ends up being more damaging than just cancelling into [4]6AC.
Heavy Starter > [4]6AC ~ P
261
110
0.5
15%
Anywhere
Consistently more damage as a heavy combo.
Light Starter/Heavy Starter > [4]6AC, [2]8P, cl.D
283/319
240/260
0.5
30%
Corner
Against smaller characters such as Yuri or Meitenkun himself, you can only get a cl.B after the [2]8P.
Light Starter > 6B > 214AC, [4]6P ~ P
264
210
0.5
25%
Corner
Stronger than the previous combo if only a cl.B ender is possible. Note that 214AC won't combo if they're pushed too far back after the 6B.
CD, 214AC
151
100
0.5
10%
Anywhere
Very consistent.
CD, 214A, [4]6P, [2]8AC, [2]8P, [4]6P ~ P, 6B
446
450
0.5
60%
Near Corner
If the 214A causes a juggle, you can land this very powerful combo.
[2]8AC, [4]6P ~ P
216/246/260
80/110/120
0.5
15%
Anywhere
Combo from a [2]8AC. For the level 2 and 3 [4]6P, you have to hit them low enough to the ground so the P follow-up hits.
1 Bar
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Light Starter > [4]6P ~ (delay) P > 236236K
292/321/334
170/200/210
1
25%
Anywhere
You don't have to delay the P follow-up as much on level 2 or 3 [4]6P. You can input the P follow up as 236P and then input 236K to get the super. If you land this in the corner, you can get an OTG 6B after.
1000 Max combo. Meitenkun's QM damage is comparable to his regular combos at 3 meters. Input the P follow up as 214P, then input 236CD for the Climax Cancel.